/Engine/Plugins/FX/Niagara/Source/Niagara/Classes/NiagaraDataInterfaceSkeletalMesh.h
This contains static data created once from the DI. This should be in a proxy create by GT and accessible on RT. Right now we cannot follow a real Proxy pattern since Niagara does not prevent unloading of UI while RT data is still in use. Seehttps://jira.it.epicgames.net/browse/UE-69336
class FSkeletalMeshGpuSpawnStaticBuffers : public [FRenderResource](API\Runtime\RenderCore\FRenderResource)
bool
bHasMeshColors
bool
bMeshValid
Cached SRV to gpu buffers of the mesh we spawn from
bool
bSamplingRegionsAllAreaWeighted
FBufferRHIRef
BufferTriangleMatricesOffsetRHI
FShaderResource...
BufferTriangleMatricesOffsetSRV
FBufferRHIRef
BufferTriangleUniformSamplerProbAliasRHI
FShaderResource...
BufferTriangleUniformSamplerProbAliasSRV
bool
bUseGpuUniformlyDistributedSampling
int32
ExcludedBoneIndex
TResourceArray<...
FilteredAndUnfilteredBonesArray
FBufferRHIRef
FilteredAndUnfilteredBonesBuffer
FShaderResource...
FilteredAndUnfilteredBonesSRV
int32
FilteredSocketBoneOffset
uint32
InputWeightStride
constFSkeletal...
LODRenderData
Cached data for resource creation on RenderThread.
FShaderResource...
MeshColorBufferSRV
FShaderResource...
MeshIndexBufferSRV
FShaderResource...
MeshTangentBufferSRV
FShaderResource...
MeshTexCoordBufferSRV
FShaderResource...
MeshVertexBufferSRV
int32
NumFilteredBones
int32
NumFilteredSockets
int32
NumSamplingRegionTriangles
int32
NumSamplingRegionVertices
uint32
NumTexCoord
int32
NumUnfilteredBones
uint32
NumWeights
TResourceArray<...
SampleRegionsProbAlias
FBufferRHIRef
SampleRegionsProbAliasBuffer
FShaderResource...
SampleRegionsProbAliasSRV
FBufferRHIRef
SampleRegionsTriangleIndicesBuffer
FShaderResource...
SampleRegionsTriangleIndicesSRV
TResourceArray<...
SampleRegionsTriangleIndicies
TResourceArray<...
SampleRegionsVertices
FBufferRHIRef
SampleRegionsVerticesBuffer
FShaderResource...
SampleRegionsVerticesSRV
constFSkeletal...
SkeletalMeshSamplingLODBuiltData
uint32
TriangleCount
uint32
VertexCount